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Messages - Gyperboloid

Pages: 1 2 3 [4] 5 6 ... 19
46
Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: November 15, 2017, 10:39:24 am »
Trevor : I'm sorry I disappointed you  :) , but those are not fine renders. Instead of posting a screenshot ( PrintScreen ) of an OpenGl working window, I just rendered a scene with a single local light. I used ART ( !!! ), since scanline doesn't give good images ( don't use it at all, and since ART was introdused, alonge with the OpenGL renderer should be removed from the list of renderers ? ) As I said before, actualy , maybe I should not post any images before I'll finish some parts of the whole project, but I still posted them.  :D
As about your settings, I'll try them, but later, since there's no point changing a lot of materials just to test an unfinished thing.

fefe01 : As I mentioned, nothing special, just a test and no special "technique" used at all . Rendered with ART, with a single local light ( casts shadows, ray traced ) above the center of the carpet. Default material settings. Environment: "basic" white solid background. No Attributes, nothing.

47
Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: November 08, 2017, 03:34:58 pm »
A tiiiiiny update.
 Originally I started with the building ( floor, walls, ceiling ) and doors. I'll set later proper textures, materials. Now I have almost filled the walls with the sockets, swithches, some heat units. The air conditioner left. Some lights. Finally I'll start making the furniture. Did some already, for tests. Looks fine.
Shouldn't actually posting anything before I complete at least the first ( first-second ) stage, but just haven't worked on it lately and may have not some time in the next weeks too.

48
Hm, yes I thought about it. Then I should say that "t" shortcut should be removed from Point Editor instead, like the " l " shortcut too.

Steve restored it, yay ! It is actually practical since there's the option to switch between PEF extended selection. So when  it's turned off, there you have the "Selelect Face Edges" command ( "t" - hotkey ) through the Edit -----> Select menu. Then you can switch from edges to points ( verticies ) just by deselecting edges and leaving points being only selected.

If there's no problem I'll post some stuff that popped up.

1) Following what I said about "Select Face Edges" command and the PEF Extended Selection particularly : as was mentioned from others, sometimes you don't want all the mess that is created by switching components ( PEF ) with the "PEF Extended Selection" enabled,while right after you would like to use it, then again to select something with the PEF Extended Selection" being off etc., it would be very practical if user could switch it on or off somewhere on the component panel beside ( left tool bar ) and not going through the Configure UI menu every time.

2) About the Coords Systems, I think Steve mentioned it, but I say it again. In the Object Mode all three Coords Systems work perfectly !!! In the Figure, Sequence and Scene modes the rotation of the bones is also perfectly relevant to the Coords System choosen, but for the objects we have the old behavior. Object Coords System behaves as World, with Z-Y axis reversed, for move and rotate commands.

3) Following that, is it possible to add something like buttons under Coords Systems for the World Coords System only,in Scene Mode, to reverse:  Y - Z axes ( currently they are ) <----- one button
                           X - Z axes  <------- second button
While the LMB ( Left Mouse Button ) stands for the movement in Y and X axes reversing everytime Y or X with the Z axis, for the move command only ( the buttons under Coords become selectable only when "move" tool activated) , user could "slide" objects on the ground ( Z - X plane, Y - Z axes reversed in World Coords------what actually happens currently, since in Scene mode Coords not fixed ) and " to hang a picture on a wall " ( Y - Z plane, X - Z axes reversed and Y - X plane, with no axes reversed ). In Perspective, ortho and other, not "currect" views, it would be ( maybe ) usefull to have the ability to move things in two-axes-planes with the use of a single mouse button ( LMB ).

4) One thing I dealed with, is that you can't change the name of an object folder. If there are more than 1 objects inside the folder and you trying to change the name of the folder for the particular selected object, then that object becomes "orphan", located outside the folder. If there's only one object and you rename the folder, after hitting OK the object becomes again "orphan" but the folder gets deleted ( maybe "empty" folders should be allowed, so later you could put enything inside them. Anim8or has no problem with "empty" objects inside folders though ) .So , if you think the name of a folder doesn't fit anymore to the contained objects, the only way you can go, is to create a new folder with the desired name and manually relocate all ( !!! ) the objects.  It seems Anim8or can't delete and create new folder when you are trying to rename the " old " one. Being able to simply rename a folder is ( seems to be ) very practical, but I guess Anim8or can't access ( and chcange ) object's settings on folder belongingness ( OMG what did I write )

5) Find out this very important and maybe not difficult to implement. Layers. First when they were introduced, couldn't clearly see how helpful they could be. Everything works great, only some tiny fixes and it's perfect ! Something mentioned before, about grouping things in the same layer. They should stay in the same layer. Currently they go to the default, but if you working on any other and the default is invisible, grouped items from other layer become invisible too. Shapes being grouped from same layer should stay on that same layer, the group should not be put in the default layer automatically. When you ungroup things they return to their original layers though, even if shapes were in different layers before grouping. Although I see that it can be difficult, maybe, to code, since everything new created goes on the default layer.  Another thing is that Sphere, Cube and Sylinder as a parametric shape when created, while default layer is not the "0" one ( nothing created still ) , goes on that default layer ( "1"- "2" -"3" whatever ) but the "0" one ( not underlined though since not default ) becomes visible, though doesn't contain shapes. Then you create another Parametric Shape or bring up the shape settings window and the '0" layer goes off. The "0" layer is too jealous, you know.
The last and the most important : I think "Working" instead of "Default" layer maybe is a better title, since it's "the currently working" layer. And following the previously said, while working on something I felt the need for being able to switch the "working" (  ;) ) layer on the top panel using the ( only available ) MMB ( Midle Mouse Button ). Currently users "lock" and "hide" "unhide" layers with LMB and the RMB, using the Options menu to change the "working" ( ok, ok "default" ) . Will speed up the workflow a lot, on complex objects, with different items on different layers.

6) Since mentioned the "hide"-"unhide" thing. Very usefull commands. Being able to hide selected items is pure gold. The "show all" command is good too. But, I think, if possible, the "show selected" command( with the use of the "item list" ) would be pure platinum ( or what's the next after the gold  :P ). Picking an item/items from the "item list", from those hidden, making them visible again, without the need to use the "show all" command and select again all the shapes you want to keep hidden, exept those you want to stay visible. Frustrating .  :o

Last one, since the new Arc Rotate Tool introduced, you need to click 3 (!!!)  times on the view mark ( left upper corner ) to change the view. Numpad and view menu works fine. Only on workspace window the problem exists. On previous versions user even could clicking on the view mark and while holding down the mouse button dragging through view options and releasing the button on the desired view option. Very quick way to select views. Good if it can be restored.
And to remove the ability to split solids in Point Edit Mode with the use of "loop cut" command, since "Split Solids" command was implemented in the Build menu in the Object Mode. When nothing is selected ( edge loop ) in Point Edit Mode, while hitting "l" or from the Edit menu, an aware window should pop-up and remind that " no edge loop is selected" instide of splitting solids. Splitting Solids should be available only in Object Edit mode through Build menu.

49
Finished Works and Works in Progress / Re: Swobu
« on: October 31, 2017, 05:07:01 pm »
Wow! Nice shadows, lighting in general. Rendered with ART  ??? As about the cans, how did you animate them? They shouldn't move untill the moment you "drop" them.

50
Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 25, 2017, 06:52:48 am »
Well, I only mentioned that the Arc Rotate tool wasn't something that highly needed to be improved. Of course one tool will stay, when the new one will be "polished". About 2 additional arrows, it's a good idea, but if even in the original Arc you may think that it kind of covers the working space ( minimum ), the new one does a little bit more and how it will look like with 2 more extra arrows, I'm not sure.

51
Finished Works and Works in Progress / Re: Diffuse Inter-Reflection Test
« on: October 25, 2017, 06:24:19 am »
Hm, very interesting !  Not to mention there's not much of such stuff on forum at all. ( lighting in Anim8or in future plans, beside modeling, texturing, rigging/anim8ing)
Sorry for being ignorant, but what's PerfectGold ( didn't find anything ) and what's DIR.

PS.: O.M.G., DIR - Diffuse Inter-Reflection obviously ??? Nothing about PerfectGold though

52
Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 23, 2017, 07:06:28 am »
Hm, cool addition. Anim8or becomes modern day by day.  :) I don't know about others, for me Arc as a tool is perfect and beside other stuff it was the one I never though myself that it needed any improvement. But since the code has been writen, the difficult part is done and yet another addition to Anim8or's toolset is only a good thing. The main improvement to the "classic" Arc tool to me seems to be the manipulations in the World Coordinates and Screen Coordinates ( Object Coords same as World Coords ), since in the original tool the precision in rotation on one axis is possible, but only in Y axis in World coord behavior and in X axis in Screen coords behavior ( no matter wich coord system is active ). And of course, maybe I should put it first, it seems to be highly oriented to touch screen performance, maybe, since Steve mentioned it himself ??? One small suggestion in the current stage of development of the tool, since I don't know if only the new one will stay when finished ( logical enough, no need for two same tools  ??? ), maybe to use the Ctrl + R shortcut ( currently used for the Arc Rotate Tool ) , since there's the Alt shortcut already, to switch between two "Arc modes" quickly, insteed of changing it from the debug menu.

53
ASL Scripts / Re: Complete history of scripts posted in ASL forum .
« on: October 11, 2017, 10:55:53 pm »
Hehe, not a big deal. Great if it can be helpfull to somebody. See it like a tribute to all those who make the great stuff  :)

54
Anim8or Challenges / Re: Challenge suggestions.
« on: October 11, 2017, 10:50:56 pm »
December 15-th, an important date for this forum, if you know what I mean ! Maybe something like a small realated project or similar thing.

55
General Anim8or Forum / Re: Added Camera Settings?
« on: October 06, 2017, 06:47:40 pm »
Are you talking about camera settings, FOV specifically? That "active" setting, you mean the box, checking it? The value is for the FOV ( Field of View ). It has the value of 60 by default.

56
General Anim8or Forum / Re: Rendering faster without preview
« on: October 06, 2017, 06:25:39 pm »
But remember to render a single image to check if everything shows right or you may be bad surprised after, say, some hours of continuous "nopreview" rendering. Say you were waiting 32 hours and all you get in the end are 325 frames of "Malevich's well known painting" .   :D

57
Finished Works and Works in Progress / Re: Residential street view
« on: October 05, 2017, 12:18:57 am »
Wellcome on the forum !  :)
Nice street ! Is that an image of a real view or imaginary? Maybe you could slightly twick the houses so they wont look exactly the same. Or maybe that was the goal? The grass a little bit on the right bottom corner and maybe in general, mess with it. Nice cars in the depth.
Try to go slow, but with more detail and accuracy. Will be interesting to see how it will turn out

58
ASL Scripts / Re: Complete history of scripts posted in ASL forum .
« on: October 01, 2017, 05:49:28 pm »
How do I "bind" an url to words so the url wont be visible and the words themselves become blue-ish and clickable
 
You do this by including the URL in the initial [ url ] tag, and placing the visible text in between [ url ] and [ /url ] tags like this:

[ url="http://anim8or.com/scripts/selden/export_cmod_plugin.a8s" ] CMOD export script by Selden [ /url ]
but without the spaces in the tags.

CMOD export script by Selden
Thank you !
Incredible! Nice job, Gyperboloid!
Incredible and nice job of all those who made and keep making all those great tools !!! With you being at the head  of course.  ;)
Just a note : all links checked, everything works. Still, there's a wonderful list of scripts and tools organazied by Raxx - the ASL Scripts Database, first sticky thread in ASL forum. It is nice and clean, though doesn't contain all the scripts ever posted on the forum, due to some limits or something.
As I said, I post this because I find all the work and contributions of the Anim8or users amazing and feel that nothing shall be missed. Though there may be some ( 0.0001 %  :D ) mistakes ( I messed up or forgot something  ??? ) in that list ( dead links not included  :( ) , still I dare to say it contains ALL the scripts ( final, official realese ) ever posted on forum.         

59
ASL Scripts / Complete history of scripts posted in ASL forum .
« on: September 30, 2017, 08:34:53 pm »
                                                          Huaha :-X
                                                    Eyes bleeding
So. I've returned to Anim8or after a long time not been around. Lots of changes and as I've mentioned before, I lost the ball here. So I decided that if I want to catch up the whole thing I shall start all over again. From zero, totaly , as I did never before. :P I've searched all new videos, tutorials that were created from the point I kind of moved away a little bit . Lot of new stuff, but not that much. Can't say the same about the development of Anim8or . Huge steps forward. So I thought the only way ( as goes with my way of thinking, behavior in general ) is to go through the whole Anim8or forum !!! Started a little bit on some threads in all forums, but then decided to "clean up " the whole ASL forum for my self ( as known, scripts are the power !!! ) . So I came up with a list of scripts that were posted from The Big Bang the day of birth of the Official Anim8or Forum (the new one) . First goes the name of the topic in which originaly were posted the scripts and finaly the scripts of interest and the nickname of the author of the script. There are a few programs and some tools beside them also, just few. There are also some interesting semi-finished or just some wip scripts,controllers and stuff that never reached ( at least officially ) their release point, and other stuff that certainly may present some interest to those who are interested in scripting, programming e.t.c, but I didn't include them. Here you'll find only the officially released, finished tools , that were ever posted on forum. Starting from the oldest post. 
Jeez, I'm so stupid !( that explains a lot then) How do I "bind" an url to words so the url wont be visible and the words themeselves become blue-ish and clickable ( is that a word  ??? )<--fixed
 
new - advanced_plane_plugin - available - "Advanced Plane" script by <<vobla>>
new - line_points script - might be available, if you'll help me here - "Snap to point" script by <<Claude>>
Car script for fun - "car" script  by  <<animtime>>
script: 5 vehicles - "fighter","hearse","rallycar1","stealth", "warrior" scripts by <<animtime>>
Diamond parametric shape released - "diamond" script by <<Kubajzz>>
The Utah teapot - "The Utah teapot" script by <<Kubajzz>>Cage Parametric shape - "cage" script by <<Kubajzz>>
Script to Generate Snail Shells - "snailshell" script by <<NickE>>
Script Request : Chain Link Maker - " chain_maker_vls_1", "chain_maker_pm_vls ", " spline_tube_1 " scripts by <<NickE>>
script request-copy along a spline - "mesh2path_2" script by <<NickE>>
Object Script that Generates Scene Controller Scripts - "path to controller" script by <<NickE>>
Script : Copy "Source" mesh to " target " mesh - "mesh2mesh_6_wnfitt_final" script by <<NickE>>
Find Distance Between Two Points Script - "Two_Point_Distance"  script by <<CobraSpectrum>> edited by <<Kubajzz>>
Script Request: untriangulate faces - "untriangulate_mesh_3" script by <<NickE>>
EXPERIMENTAL Mirroring Script - "mirroring script"  by  <<CobraSpectrum>>
Old Magnet Tool - " automagnet" script by <<Francesco>>
Sage ASL collection - "metalics" script by <<sagedavis>>
Magnet Tools Package - "Magnet Tools 08-11-20"  scripts by <<Francesco>>
Please help with the cylinder script! - "dome_5_8","dome_6_8","new-dome_5_8"  scripts by <<NickD>>
Customizable 3D ship hull script (demo included) - "springsharp" script by <<NickD>>
"Ring" parametric shape plugin - "ring" script by <<NickD>>
PointSplit script testing - "PointSplitBeta1" script by <<Claude>>
HELP in Script (tree script) - "05_tree" script by <<Claude>>, edited version of <<neirao's>> "tree script"
Centre hotpoint to centre of mesh script request - "center meshes on axis" script by <<NickE>>
Boolean operations plugin - "BooleanOperations" scripts by <<Kubajzz>>
Universal mirroring plugin - "UniversalMirror" script by <<Kubajzz>>
VRML exporter plug-in - "export_vrml_plugin" script by <<Paulo>>
Copy Faces plugin - "Copy Faces" script by <<Kubajzz>>
Materials Tutorials - finished - "tutorials" (not scripts) by <<Jdez>>
Request for a script - position of camera relevant visibility controller script by <<BOB_I_Ts>>
F8ce primitive - "f8cev7" script by << BOB_I_Ts>>
Controller Scripts: Motion simulation based on Physics' Kinematic Equations - "BouncyBall" an8 file with controller script inside it by <<hf003>>  and "script_rotation_XYZ" an8 file with orientation controller script inside it by <<neirao>>
Ani2svg - "ani2svg" program by <<dwsel>>
collapse points command - "collapse points " script by <<BOB_I_Ts>>
Simple fluid simulation - "ripple_delay" script ,"xzrippletest_2" an8 file by <<NickE>>
setting materials in ASL - "roofs" script by <<freesailor>>
Converting a mesh to script - is this possible? - "Script Export" script by <<NickD>>
PointBevel script testing - "PointBevelBeta1.0" script by <<Claude>>
ALIGN POINTS SCRIPT - Help need - script by <<neirao>> edited by <<NickE>>
Ani2lux 0.1 alpha - "ani2lux 0.1.1a" program by <<dwsel>>
Anim8ing a Tank Tread - "www.tranceportsoftware.com/anim8orstuff/treads.htm" source with scripts needed on it by <<NickE>>
Kubajzz's toolbox - scripts in the first post by <<Kubajzz>>
F8ce version .8 parametric plugin - "f8cev8" script by <<BOB_I_Ts>>
I'm working on an XSI export script modifying Raxx's BZII X exporter script - scripts by <<lppena>> and <<Raxx>>
RIBRobin Toolkit - "RIBRobin Toolkit v.0.2a" by <<Raxx>>
MorphIt v1.0 - "Morphit v0.1d" program by <<Raxx>>
.STL Export Script - "STL Export" script by <<Raxx>>
Advanced Modeling Tool-Set ( now 31+ last Update: 26.12.2013 ) - "PolytError" scripts by <<polyGon_tError>>
Mesh2A8s Export Script - "Mesh2A8s" script by <<Raxx>>, " 09cr8plugin" by <<Llyr Carter>>
Scripts Request: Edge to point or Faces to point! - "Sel_EdgesorFaces_to_Sel_Points_v01" script by <<NickE>>
LIA - Links In Anim8or - "LIA v1.1" program by <<Raxx>>
XSI Export Script - LIA - "XSI_export_LIA" script by <<Raxx>>
AOBake - "AOBake" script by <<Raxx>>
Involute Gear Script - "Involute_Gears" script by <<NickE>>
Allthread Script - "Allthread" script by <<NickE>>
Advanced Spherize - "Spherize" script by <<Raxx>>
Select Larger/Smaller - "Select Larger Smaller" scripts by <<Raxx>>
ASL Editor [version 3.5 is out!] - "ASL Editor" program by <<Kubajzz>>
Reload Textures plugin - "ReloadTextures" script by <<Kubajzz>>
MDL to an8 converter - "mdl2an8" script by <<Deepthought>>
BVH File Import into Anim8or - "BVH2Anim8or_20150703" program by <<NickE>>
IconCreator for ASL - "IconCreator_v12" program by <<Kubajzz>>
Mesh to Mesh Morphing Hack - "ShrinkWrap_Target","To_Sphere" scripts by <<NickE>> and two files in the last post by <<B_twist>>
Icon Maker - Excel version - "Icon_maker" program by <<B_twist>>
SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR) - "CelShadurr v0.3" script by <<Raxx>>
Animated Textures Using Controller Scripts - "Animated Textures with Controller Scripts - Resource" files by <<Raxx>>
Find tri's, quads etc in model - "mark_quads_1" script by <<NickE>>
Marching Cubes - Mesh of the Surface from a Collection of Points - "MarchingCubes_v0.4" script by <<NickE>>
Spiral shapes: cave, cone - "S_Tunnel","Spiral_0 V2","Spiral_Ec" scripts by <<B_twist>>
Metric Screws and Nuts Script - "Metric_Screws" script by <<NickE>>
PHUR v1.4 - "PHUR v1.4" script by <<Raxx>>
f8ce v0.9 plugin - "f8ce9tester" script by <<BOB_I_Ts>>
Boolean operation problem! - "0000_booleanoperations_7c_nf_opt" script by <<NickE>>
UVTools Preview - "UVTools v1.1" scripts by <<Raxx>>
Multicore Movie Rendering - "MulRend" program by <<dancingshoes>>
Animated Textures Using Controller Scripts - "ANI_Setup" program by <<dancingshoes>>
How create New Material with 'TWO SIDED' value by ASL ?? -  "test_material_properties_1" script by <<Steve>> and "CelShadurr v0.4" script (modification of "CelShadurr v0.3" script by <<Raxx>>) by <<neirao>>
New Write Image Functions - "render_test" sample script by <<Steve>>
Fast 3D Export (Beta) 0625 - "F3d_export" script with a test file by <<Trevor>>
Nifty tool - "easy8" program by <<Kevin Gales>>
I have written a script to simulate waves - "animated_waves" script by <<2020 Hindsight>>
A new version of my water simulator script with more features! - "Combo waves" script by <<2020 Hindsight>>
Animated Parameteric Plug-in Scripts - some example scripts by <<Steve>> and <<2020 Hindsight>>


                                                              There's no hope! I'm gonna nail it !!!  8)

60
General Anim8or Forum / Re: Old Hallway candle lighting ideas?
« on: September 27, 2017, 12:18:27 pm »
Nice work! It's always interesting to "take a look behind the scenes" , so the set up and such would be interesting to look at. For that reason I think that should be posted in WIP forum at first place  ???

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